Showing posts with label Dark Sun. Show all posts
Showing posts with label Dark Sun. Show all posts

Tuesday, March 11, 2014

March Madness OGBC: Day 11

"What post-apocalyptic RPG have you enjoyed most? Why?"
Oh man I totally had to talk about Fallout yesterday. Well, since post-apocalyptic is my RPG genre cup of tea, I guess I'll talk about my three favorites: Fallout, Dark Sun, and oh god why can't I remember it's called Deadlands thank god. Each offers its own spin on the post-apocalypse, but all of them are wonderful in that they take place in wasted deserts that have been created by various types of armageddon-generating energy. Let's start with Fallout, because it's my fav, and it'll be like continuing out last conversation, where I talk and you listen.
"Randal Kite don't f- around" by Seamus Heffernan
Fallout
Fallout's apocalypse came about due to global thermonuclear war. A cold war turned hot, then frozen in nuclear winter, turned hot again by the vast irradiated deserts now carpeting the earth. The most commonly attributed inspiration for Fallout has been the Mad Max films, and various easter eggs have been inserted into the games to let people know it isn't just rumor.
In Fallout, wastelanders stumble around in the remnants of great cities, or in the construction of new ones, living day to day lives. The average intersection of culture is between the Raider, the Trader, and the Mutant. And the Victim, of course, but those types don't really last long in the wasteland.
Stories in Fallout tend to focus on survival. Earning enough cash to scrape by. The games give you a hero, but not everyone in the Fallout universe is the Chosen One. There are schlubs, too. That's what interests me the most about potentially running Fallout. The intersection between the players' perceptions and my machinations. Seeing who would come out on top.
"Stone Figure Design" by Cheyenne
Deadlands
Deadlands is a Weird-West setting that I suppose isn't 100% post apocalyptic, it's more accurate to say that the setting is about five minutes away from an apocalypse. Set about ten years after the events of the Civil War, in an effort to drive out European settlers (now calling themselves Americans), delegates from native american tribes opened a breach from our world into the spirit realm, in an event known as "The Reckoning."
Essentially, the denizens of the spirit realm aren't very cool dudes, so they want to bring terror to our side of the rift in order to manifest here physically, and bring a hell on earth. As a side-effect to the rift, magic has appeared as well as a new fuel source, known as ghost-rock, which powers all the weird technology that appears in Deadlands.
Characters can play investigators, lawmen, scientists, or other variations on western tropes while trying to resolve the abundance of weird that keeps appearing on our side. One only has to take a look at the supplemental materials to know how well that panned out for us.
Dark Sun art by Brom
Dark Sun
Ah Dark Sun. Technically D&D, and by technically I mean absolutely D&D. Athas is yet another scorched wasteland, this time razed by unchecked use of arcane magic, powered by the life force of plants and animals, and the machinations of a group of nigh-eternal sorcerer kings bent on achieving as much power as possible, usually through the tried-and-true method of mass genocide. Trolls, Orcs, Gnomes, Goblins, and a plethora of other demi-human races have been exterminated in order to fuel the ascendancy of the various SKs.
What I love about the Dark Sun setting are its subversions of standard D&D tropes. Elves are like gypsies, wandering traders that aren't trusted by anyone. Halflings are xenophobic cannibals. Dwarves are beardless. Psionics are the name of the game, anyone using magic is likely to be run out of any populated area on a good day; ripped apart by an angry mob on a normal one. Slavery is all-but universal.
Everything wants to kill you.
Gods I love Dark Sun.

Monday, March 3, 2014

Hard-to-Kill: Figuring out Healing

This post is in response to Keith Davies' article On Hit Points and Healing, as well as his follow-up. I'll be approaching from a BRP standpoint, as I'm currently converting 2e AD&D Dark Sun to a BRP system, and am willing to take whatever help I can get to create a unique feel to the conversion while retaining the cinematic edge that I so enjoy infusing into my games. I'll be aping some of the format of the original articles, to hopefully add cohesion for those who want to read them all.

The original blogs create the concept of Hit Points as Hard-To-Kill points, a measure of when a character has taken so much minor physical abuse that the next attack would strike a vital spot on them. It's a unique way of solving the issue of the massive amounts of hit points higher-tier D&D characters obtain through level bonuses, and I was curious to see how it converted to BRP.
To summarize: in theory, there are two types of damage; described as 'normal' and 'real' damage. Because my most recently played videogame was Resonance of Fate, I'll be calling them 'scratch' and 'direct' damage.
Normal/Scratch damage is light, superficial injury that hinders you and wears down your ability to defend yourself effectively from attacks. This can take the form of unarmed strikes (being punched in the face), armed attacks (a leg gash from a sword, a ringing blow on your shield arm from a mace, etc), or even energy attacks (being singed by dragon's breath). Your hit points, in this case, aren't just a buffer of meat or fat for soaking hits, they also represent your ability to turn lethal strikes into grazes. You still bleed, but your organs remain intact. For the time being.
Real/Direct damage is what happens when your Hard-To-Kill runs out or is circumvented somehow, whether through a critical hit or an attack that you are particularly vulnerable to. In BRP, I'd argue that impaling attacks, critical hits, and attacks dealing enough damage to cause a major wound would fall under Direct Damage.
In most games, you'll be taking Scratch damage more frequently than Direct damage, and the argument posited by Keith Davies is that with each short breather you recover your Scratch through rest or light care, but Direct damage requires actual healing to be performed (or in-game healing mechanics to take over) to recover hit points.
Those are the basics, let's jump in!
Out-of Combat Healing in BRP
Now, there are three 'normal' ways for a character to be healed in BRP outside of combat: First Aid, Natural Healing, and Medicine.
-First Aid: For each separate wound, a character can attempt a First Aid roll to immediately heal 1d3 points of damage.
-Natural Healing: At the end of an in-game week, a character recovers (potentially another) 1d3 hit points.
-Medicine: Each week as the in-game healing is rolled, a character can use Medicine on a wounded character to give them an additional 1d3 hit points recovered that week.
Therefore, the first week after the injuries are sustained, a character can regain 3d3 hit points, followed by a further 2d3 per week until fully healed.
This method of healing is workable for protracted campaigns where there can be a goodly amount of downtime between combats, but in high-battle systems like D&D (or Dark Sun), you'll be taking consistent wounds and needing to track the days between healing rolls, creating a significant amount of crunch not only for the player to track, but the GM as well. Incorporating Scratch damage that heals during one's first breather outside of battle is an concept that's been touched on in systems like 4e, where a short rest and expenditure of healing surges gets you back to full health.
But at the same time I hate 4e, and the way it incorporates healing is stupid, because I hate it. Nyah.
Recovering Hard-to-Kill (or Scratch Damage)
In all seriousness, 4e's short rest is decent-enough mechanic blanketed under convoluted terminology, and I want to make it better. Luckily, with enough house-ruling, anything can be made better. So let's look at this scratch damage, and this resting time frame. Obviously, a person needs a goodly amount of rest to catch their wind when they're wiped. You don't fully recover from a 400 meter sprint or 3 minute round of intense boxing in just five minutes. So let's change that to a minute of rest per Scratch damage HP being healed. There isn't much worry to be had there in terms of time-constraints, as hit points don't increase in BRP like they do in D&D, and therefore the time it takes a person to get their second wind (groan) shouldn't change much over the course of their career.
Taking Hits (Scratch vs. Direct Damage)
So if we have a mechanic to separate types of damage and how each are healed, we should have a set of qualifiers for when a character would take each type of damage.
Scratch Damage: A character potentially takes scratch damage any time an attack connects with them. Whether that damage is registered as Direct Damage is determined by a series of qualifiers.
Direct Damage: Attacks that should deal direct damage are as follows:
-Critical Hits; the attack was either executed skillfully or your character botched their defensive roll. A blade slips between the plates of your armor or you accidentally weave into the strike, instead of away from it.
-Impales; similar to above, except only with piercing weapons. Your armor/technique is ineffective and did not prevent the weapon from driving into your innards. Heh, innards.
-Major Wounds; attacks that deal damage equal to half a character's total hit points. These attacks, if they had a little less force behind them, could have been Scratch Damage, but the inertia behind the blow transfers so much power that it slams into a shield arm or through a barrier of armor, severely damaging the body part beneath.
-Kryptonite; Not literally, of course, but attacks that deal damage that a particular character is vulnerable to obviously deal direct damage.
Moving on.
Hit Points as Mana
Now this is a gem in itself, perfectly lending itself to the Dark Sun setting (and even to BRP a bit, as well). The original descriptor was of a mage using his own life force to fuel his spells, and to be fair, the original D&D games don't have a "Mana" mechanic. But BRP does. Magic Points are equal to your POW, but what if you expend all your MP and still want to cast spells? Well, then you dredge them from your life, of course. And, of course, this always causes Direct Damage, because you're eating into your life essence to do so.
This works even more amazingly with the concept of Defiling in Dark Sun, because casters can drain the life from others around them to fuel their spells. A POW vs POW on the resistance table can represent who successfully resists being defiled, but the rest of the surrounding figures take damage. This has the potential to be overpowered because you could drain HP from enemies with the casting of the spell as well as the spell itself, but on Athas, everyone wants to kill mages. You might get one spell off before everyone in your immediate area swarms you under or pincushions you with arrows. Hell, your own group might murder you.
Final Thoughts
Obviously, this type of modification to the hit point rules requires a re-think of how much fluff you want in your games, because you'll need to describe in more detail what's happening with each attack. However, I'm optimistic about its use, and don't mind going the extra mile, especially when, say, you can use hit location dice to assist in your descriptions. It's likely there will be some things to iron out during gameplay, but chances are they won't be too strenuous, and the new hit point system won't make BRP too easy. Because if it does, well, I'm just going to have to post again and fix that, wont I?

Wednesday, February 19, 2014

Exercises in Insanity (Or Why You Should Buy Your GM Something Nice. Right Now.)

Being a GM, DM, Marshall, Storyteller, etc is hard work. Probably the hardest job I've ever had, necessitating long hours of research, writing, photoshopping, learning (simplistic) code, drawing, figuring out new gaming systems, and occasionally standing in the shower for seventeen extra minutes staring blankly at the slightly grimy white tiles because I need to figure out how to make something in my games work just right.
What's even worse about all this prep is that, for the most part, 90% of what you do will never be seen by characters. It's the curse of over-preparedness. Running a World of Darkness sandbox-ish style game, I have two hundred named NPCs in the background of the world. Fifty businesses, a hundred street names. All for a fictional city in central coastal California. I have an enormous, half-finished post-it map taking up an entire corner of my apartment. A smaller version sits a few feet away from it, holding Sharpie markers for when I have the time to add more.
Oh, why don't I have more time to add to the map? Why, because I'm making a BRP system conversion of 2e AD&D Dark Sun, which will see at most a half-dozen sessions in the next calendar year. Or perhaps it's because I'm learning the Savage Worlds system so that I can run Savage Fallout, because fuck you Fallout is amazing. Actually, it's because like a crazy person I'm already mapping out both Dark Sun and Fallout games with Fog-of-War style effects to enable my eventual players to have an open-world experience, which translates to a few hours of time in Photoshop trying to make hex grids fit a pre-drawn official WotC map.

Or overlaying google maps of Southern California on top of geological figure maps that can represent a wasteland that's been ravaged by global nuclear war, and then figuring out that a good portion of the original game maps took interesting liberties with the spacial organization between Mt. Whitney, Bakersfield, and wherever the hell Vault 15 was supposed to be.

Twenty years of cRPGs are telling me that Vault 13, the NCR and Vault 15 are supposed to be in a straight horizontal line. And because this is in photoshop, perhaps they will eventually be. However, the above image is just a small part of the playable areas of Fallouts 1 and 2. I've added Oregon, Washington, Arizona, and Colorado to the playable areas, so I'm in the process of generating lore for them based off 1950s locations and perceptions. The likelihood is that players won't even get to the edge of the map, unless they really want to.
If this sounds like complaining, and it probably does, it's not really complaining. It's something I do because I enjoy WorldBuilding as much or more than I do CharGenning. And chances are, if you play in an ongoing game, you know how much work your GM does to prep for you each week, whether through constant updates to an Obsidian Portal site, or an active email correspondence with each player when they have questions.
We do this because it's what we love doing. But do you know what we also love?
Cake. Or Pie. Pizza. Or Donuts.
Or Miniatures. New dice.
Gifts. We love being appreciated.